Some timescale variables

Post » Fri Jun 14, 2013 2:45 am

I recently edited the timescale global variable to suit my needs ingame (set it to 8 as opposed to the original 30), so I can sit back and enjoy the game with no rush, and I like this little tweak a lot. Problem is some other time-related issues are now just too obvious to me to ignore them. There are few things I need to change now, but have no idea, which variables to muck with, so I hope someone will rescue me here. :) I want to change the amount of time it takes to use non-magical (i.e. non instant) fast travel (striders and boats), because now it actually takes much more ingame time to say travel taking silt strider from Seyda Neen to Balmora than just plain walking it (and I mean WALKING it), which is ridiculous. I would also like to tweak attribute regeneration when sleeping and the time consumed by using trainer services. I'll see what I can do and maybe will even release what I end up with, if it's gonna be worth it. Thanks in advance for any possible tips! :)
User avatar
CYCO JO-NATE
 
Posts: 3431
Joined: Fri Sep 21, 2007 12:41 pm

Post » Fri Jun 14, 2013 3:39 pm

You will have to look at the scripts for the Fast Travel points, both boats and Silt Riders. These scripts are probably attached to the boat captains and silt strider jockies.

However, a nice 24 hour boat ride is just the thing to get rid of some of the spell effects that we get......

User avatar
Jason King
 
Posts: 3382
Joined: Tue Jul 17, 2007 2:05 pm

Post » Fri Jun 14, 2013 4:23 pm

Actually, those aren't handled by scripts, they're handled by the game's travel system (basically just glorified doors).

The travel time is controlled by a GMST: fTravelTimeMult

You'll want to increase/decrease that setting by the same factor that you altered your time scale. Good luck. :)

User avatar
James Baldwin
 
Posts: 3366
Joined: Tue Jun 05, 2007 11:11 am


Return to III - Morrowind